Re: Animator Opinion Question

2012-06-05 Thread Peter Agg
Yeah, I agree with Eric. Far easier to use offset nulls than compromise on
the neutral pose.

On 5 June 2012 07:18, Eric Thivierge ethivie...@gmail.com wrote:

 Well, those 2 poses aren't good poses to rig in.

 a) You have to compensate for the extreme pose that it naturally sits in
 when it is in the opposite extreme. If in T-Pose you have to compensate a
 lot for when arms are down straight in the shoulder areas.
 b) If you are in T-Pose then your clavicals would have to be rotated up
 and in a position that isn't really neutral and most times modelers don't
 model this in when modeling in T-Poses (that I have found).

 A-Frame pose with arms half way between T-Pose and straight down has lead
 me to a lot less headaches in the above issues. Issue b's problems multiply
 when you start adding in muscle systems where by default your muscles are
 in a flexed position by default as well.

 my 2 cents. :)

 
 Eric Thivierge
 http://www.ethivierge.com



 On Tue, Jun 5, 2012 at 2:37 PM, Jack Kao jack@grapecity.com wrote:

 Perhaps that’s one of the reasons to rig characters in T-pose, or with
 arms straight down, so the natural orientation of wrists and ankles
 automatically matches the world orientation? 2 cents.





RE: Odd texture disconnecting issue

2012-06-05 Thread Sandy Sutherland
OK - we found the problem - there was a python module changed that made this 
particular area switch to tx files instead of tiff.

Sooo - nothing to see here

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Sandy Sutherland 
[sandy.sutherl...@triggerfish.co.za]
Sent: 05 June 2012 10:08
To: softimage@listproc.autodesk.com
Subject: Odd texture disconnecting issue

Hi all,

We had a very strange issue happen here - we use a script that when a scene is 
submitted to render, that copies the scene to another array and rewires all the 
textures to point to a different texture array, this is to avoid our main 
server getting hammered when the farm is rendering.

Anyway - yesterday - some scenes which had texture paths changed - SEPCIFICALLY 
on texture map parameters being fed into strand setups to render fur, despite 
having the correct path - rendered no-icon pics - and when you open the scene 
that was saved by the script - the texture IN the scene shows as no-icon - if 
you click the .. to search for textures and reselect the same texture, it works 
again!

Any ideas??

thanks

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_






RE: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Sandy Sutherland
Yes - this should be pretty much all you need to do - BTW even with that error 
- it should not affect anything.

S.
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman 
[tekano@gmail.com]
Sent: 05 June 2012 12:14
To: softimage@listproc.autodesk.com
Subject: Re: ERROR : 2356 - This plug-in is not installed: ...

I think its a spare Fury render settings lying around, as far as Im
aware you can find the offending pass(es), delete the render
properties for Fury and if you do not have Fury installed it should
not bother you anymore.  It's been like this for a long time and
shouldn't really affect anything apart from the warning messages.



On 5 June 2012 10:57, Matt Lind ml...@carbinestudios.com wrote:
 If you know the GUID/CLSID, you can search for all instances of the 
 plugin/operator in the scene and flush it out via script.

 Otherwisecould be a hair pulling day.


 Matt





 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Tuesday, June 05, 2012 2:56 AM
 To: softimage@listproc.autodesk.com
 Subject: ERROR : 2356 - This plug-in is not installed: ...

 Hi guys,


 I have a scene that has been shared but seems to have used Exocortex Fury at 
 some point.
 For the task I惴 dealing with, this is not required but the scene comes with 
 geometry and especially PassRender settings I悲 like to keep and wouldn愒 want 
 to rebuild from scratch.

 ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options

 How can I make sure I correctly identify and delete any dependencies to the 
 above plug-in?

 Would this be advisable or should I clean up by starting the (environment 
 geo) scene from scratch?


 Cheers,


 tim







Re: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Tim Leydecker
Thanks guys!

Except for the warning message, there hadn′t been any problems sofar.

I had deleted the Fury render options at an earlier scene increment already but
the warning still pops up on scene loads.

I′ll live with it for now and the time of geometry collection, then export the 
set and
whatsoever anyway - just found I′m also using some obsolete shaders...

haha. Rebuilding it is, then...

I shouldn′t have switched the scene to 2012...

Cheers,

tim

On 05.06.2012 12:29, Sandy Sutherland wrote:
 Yes - this should be pretty much all you need to do - BTW even with that 
 error - it should not affect anything.
 
 S.
 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _
 
 
 
 
 
 
 From: softimage-boun...@listproc.autodesk.com 
 [softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman 
 [tekano@gmail.com]
 Sent: 05 June 2012 12:14
 To: softimage@listproc.autodesk.com
 Subject: Re: ERROR : 2356 - This plug-in is not installed: ...
 
 I think its a spare Fury render settings lying around, as far as Im
 aware you can find the offending pass(es), delete the render
 properties for Fury and if you do not have Fury installed it should
 not bother you anymore.  It's been like this for a long time and
 shouldn't really affect anything apart from the warning messages.
 
 
 
 On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com  wrote:
 If you know the GUID/CLSID, you can search for all instances of the 
 plugin/operator in the scene and flush it out via script.

 Otherwisecould be a hair pulling day.


 Matt





 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Tuesday, June 05, 2012 2:56 AM
 To: softimage@listproc.autodesk.com
 Subject: ERROR : 2356 - This plug-in is not installed: ...

 Hi guys,


 I have a scene that has been shared but seems to have used Exocortex Fury at 
 some point.
 For the task I惴 dealing with, this is not required but the scene comes with 
 geometry and especially PassRender settings I悲 like to keep and wouldn愒 
 want to rebuild from scratch.

 ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options

 How can I make sure I correctly identify and delete any dependencies to the 
 above plug-in?

 Would this be advisable or should I clean up by starting the (environment 
 geo) scene from scratch?


 Cheers,


 tim



 
 
 


Re: Parsing and extracting an xsiaddon with Python

2012-06-05 Thread Martin Saechsinger
Hey Alan, 

no - I am afraid it scrambles .dlls and other binaries because of the black 
line thingy...

Martin



On Jun 4, 2012, at 4:34 PM, Alan Fregtman wrote:

Do the .dll and other binary files load alright at least?

It's interesting that it would do that with plaintext files.

On Mon, Jun 4, 2012 at 6:01 AM, Martin Saechsinger x...@saechsinger.de wrote:
Hey Martin,

that is really great! Thanks for making the GUI and adding the folder 
hierarchy!!
One little thing I discovered is that the actual script files in the addon 
(e.g. *.py or *.js) have
an additional blank line after each line of code (compared to the installation 
through
Softimage.)

Cheers,
Martin



On Jun 1, 2012, at 2:53 PM, Martin wrote:

Thanks Alan !

I took the liberty to add a GUI and some minor changes.
If anyone is interested :

https://www.4shared.com/file/SSiUQxWK/ExtractXsiAddon.html

The code is 99.99% from Alan's blog.

M.Yara


On Fri, Jun 1, 2012 at 1:22 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote:
Nice one Alan !


On Thu, May 31, 2012 at 9:07 AM, Martin Saechsinger x...@saechsinger.de wrote:
Great Alan,

thank you very much!

Martin

On May 31, 2012, at 4:00 AM, Alan Fregtman wrote:

Hey,

Just wrote a snippet of sample code I thought someone might find educational:
http://darkvertex.com/wp/2012/05/30/parse-xsiaddons-in-python/

I'd reply to the thread about extracting files in xsiaddons but Gmail is still 
being a jerk. I'm not receiving anything. However, the non-Google archive at 
http://tinyurl.com/softimagelist seems to indicate that outgoing mail still 
gets sent, so here's hoping this goes through.

Cheers,

   -- Alan





-- 







Best way to procedurally set different materials on the front/bevel/sides of text objects?

2012-06-05 Thread Eric Cosky
 

Hi,

 

I have to generate a lot of extruded and beveled text objects which need to
have different materials on the front, bevel and sides. I already have a
script that generates all the individual text objects, but I haven't yet
been able to figure out how to set up the materials using built in features.
It seems like this is perhaps something best done with ICE where I would
evaluate the normals of each text object to identify front/bevel/sides/back
and build a new mesh for each group and assign it the appropriate material.
I'm not sure how I would set up the ICE tree for this though. I see the Set
Materials from Strings that came with SI2012 which looks like something I
would need, but I'm not yet finding any examples of how to use this node. 

 

Before I dive too far into this, does anyone have any suggestions or tips on
how to best deal with this task? 

 

Thanks

 

 



Re: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Tim Leydecker

Hi Alan,

I´ll give that a try.

I´d like to keep the other rendersettings. Admittedly, I tend to get
confused between apps, e.g. Maya and XSI, etc. when it comes
to merging scenes and keeping passes/rendersettings.

Good chance to try it out again...


Cheers,


tim




On 05.06.2012 15:18, Alan Fregtman wrote:

Didn't it used to be that to get rid of render options from an engine you no 
longer have installed you simply had to merge your scene with a fresh empty one?

Did you try that, Tim?


On Tue, Jun 5, 2012 at 7:09 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Thanks guys!

Except for the warning message, there hadn′t been any problems sofar.

I had deleted the Fury render options at an earlier scene increment already 
but
the warning still pops up on scene loads.

I′ll live with it for now and the time of geometry collection, then export 
the set and
whatsoever anyway - just found I′m also using some obsolete shaders...

haha. Rebuilding it is, then...

I shouldn′t have switched the scene to 2012...

Cheers,

tim

On 05.06.2012 12:29, Sandy Sutherland wrote:
  Yes - this should be pretty much all you need to do - BTW even with that 
error - it should not affect anything.
 
  S.
  _
  Sandy Sutherland
  Technical Supervisor
  sandy.sutherl...@triggerfish.co.za 
mailto:sandy.sutherl...@triggerfish.co.za
  _
 
 
 
 
 
  
  From: softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman 
[tekano@gmail.com mailto:tekano@gmail.com]
  Sent: 05 June 2012 12:14
  To: softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com
  Subject: Re: ERROR : 2356 - This plug-in is not installed: ...
 
  I think its a spare Fury render settings lying around, as far as Im
  aware you can find the offending pass(es), delete the render
  properties for Fury and if you do not have Fury installed it should
  not bother you anymore.  It's been like this for a long time and
  shouldn't really affect anything apart from the warning messages.
 
 
 
  On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com 
mailto:ml...@carbinestudios.com  wrote:
  If you know the GUID/CLSID, you can search for all instances of the 
plugin/operator in the scene and flush it out via script.
 
  Otherwisecould be a hair pulling day.
 
 
  Matt
 
 
 
 
 
  -Original Message-
  From: softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
  Sent: Tuesday, June 05, 2012 2:56 AM
  To: softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com
  Subject: ERROR : 2356 - This plug-in is not installed: ...
 
  Hi guys,
 
 
  I have a scene that has been shared but seems to have used Exocortex 
Fury at some point.
  For the task I惴 dealing with, this is not required but the scene comes with 
geometry and especially PassRender settings I悲 like to keep and wouldn愒 want to 
rebuild from
scratch.
 
  ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options
 
  How can I make sure I correctly identify and delete any dependencies to 
the above plug-in?
 
  Would this be advisable or should I clean up by starting the 
(environment geo) scene from scratch?
 
 
  Cheers,
 
 
  tim
 
 
 
 
 
 




Re: Best way to procedurally set different materials on the front/bevel/sides of text objects?

2012-06-05 Thread Artur Woźniak

http://www.si-community.com/community/viewtopic.php?f=15t=2279


Texture projection on Grid of Instances

2012-06-05 Thread Mário Domingos
Hey everybody,I have a grid of particles with instanced cubes on it, now I want to texture them with an image like the example I have attached, anyone knows how can I do this?Tks
Mário DomingosFreelancer |3DGeneralistwww.mariodomingos.comT: +351 91 646 80 16Portugal

inline: grid.JPG

RE: Best way to procedurally set different materials on the front/bevel/sides of text objects?

2012-06-05 Thread Grahame Fuller
Can you adapt your script to use the built-in option Create Polygon Clusters - 
Per Section Along Depth (in the Curve to Mesh Converter operator) to create the 
necessary clusters?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky
Sent: Tuesday, June 05, 2012 11:34 AM
To: softimage@listproc.autodesk.com
Subject: Best way to procedurally set different materials on the 
front/bevel/sides of text objects?


Hi,

I have to generate a lot of extruded and beveled text objects which need to 
have different materials on the front, bevel and sides. I already have a script 
that generates all the individual text objects, but I haven't yet been able to 
figure out how to set up the materials using built in features. It seems like 
this is perhaps something best done with ICE where I would evaluate the normals 
of each text object to identify front/bevel/sides/back and build a new mesh for 
each group and assign it the appropriate material. I'm not sure how I would set 
up the ICE tree for this though. I see the Set Materials from Strings that 
came with SI2012 which looks like something I would need, but I'm not yet 
finding any examples of how to use this node.

Before I dive too far into this, does anyone have any suggestions or tips on 
how to best deal with this task?

Thanks


attachment: winmail.dat

RE: Best way to procedurally set different materials on the front/bevel/sides of text objects?

2012-06-05 Thread Eric Cosky
Thanks Alok  Grahame for your responses.

 

Turned out to be easier than I thought it would be. See this image for an
ICE tree that does the trick: http://imgur.com/CUdY5

 

Thanks again,

Eric Cosky

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: Tuesday, June 05, 2012 8:53 AM
To: softimage@listproc.autodesk.com
Subject: Re: Best way to procedurally set different materials on the
front/bevel/sides of text objects?

 

Since it is a one time need, I would do it in a script. Using the same logic
as you mentioned. 





On 05/06/2012 11:34 AM, Eric Cosky wrote: 

 

Hi,

 

I have to generate a lot of extruded and beveled text objects which need to
have different materials on the front, bevel and sides. I already have a
script that generates all the individual text objects, but I haven't yet
been able to figure out how to set up the materials using built in features.
It seems like this is perhaps something best done with ICE where I would
evaluate the normals of each text object to identify front/bevel/sides/back
and build a new mesh for each group and assign it the appropriate material.
I'm not sure how I would set up the ICE tree for this though. I see the Set
Materials from Strings that came with SI2012 which looks like something I
would need, but I'm not yet finding any examples of how to use this node. 

 

Before I dive too far into this, does anyone have any suggestions or tips on
how to best deal with this task? 

 

Thanks

 

 

image001.gif

Re: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Alan Fregtman
One way to cheaply save and restore settings manually in a big PPG is by
saving a preset... click the little folder icon at the top right of the
PPG, save a *.Preset and load it when you want the parameter values back.

(In the case of merging you're typically only messing the render global
settings. Those local to partitions should survive fine.)


On Tue, Jun 5, 2012 at 11:54 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Alan,

 I´ll give that a try.

 I´d like to keep the other rendersettings. Admittedly, I tend to get
 confused between apps, e.g. Maya and XSI, etc. when it comes
 to merging scenes and keeping passes/rendersettings.

 Good chance to try it out again...


 Cheers,


 tim





 On 05.06.2012 15:18, Alan Fregtman wrote:

 Didn't it used to be that to get rid of render options from an engine you
 no longer have installed you simply had to merge your scene with a fresh
 empty one?

 Did you try that, Tim?


 On Tue, Jun 5, 2012 at 7:09 AM, Tim Leydecker bauero...@gmx.de mailto:
 bauero...@gmx.de wrote:

Thanks guys!

Except for the warning message, there hadn′t been any problems sofar.

I had deleted the Fury render options at an earlier scene increment
 already but
the warning still pops up on scene loads.

I′ll live with it for now and the time of geometry collection, then
 export the set and
whatsoever anyway - just found I′m also using some obsolete shaders...

haha. Rebuilding it is, then...

I shouldn′t have switched the scene to 2012...

Cheers,

tim

On 05.06.2012 12:29, Sandy Sutherland wrote:
  Yes - this should be pretty much all you need to do - BTW even with
 that error - it should not affect anything.
 
  S.
  _
  Sandy Sutherland
  Technical Supervisor
  
 sandy.sutherland@triggerfish.**co.zasandy.sutherl...@triggerfish.co.zamailto:
 sandy.sutherland@**triggerfish.co.za sandy.sutherl...@triggerfish.co.za
 
  _
 
 
 
 
 
  __**__
  From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.commailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com
 [softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com

 mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 on behalf of Rob Chapman [tekano@gmail.com mailto:
 tekano@gmail.com]

  Sent: 05 June 2012 12:14
  To: 
 softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.commailto:
 softimage@listproc.**autodesk.com softimage@listproc.autodesk.com

  Subject: Re: ERROR : 2356 - This plug-in is not installed: ...
 
  I think its a spare Fury render settings lying around, as far as Im
  aware you can find the offending pass(es), delete the render
  properties for Fury and if you do not have Fury installed it should
  not bother you anymore.  It's been like this for a long time and
  shouldn't really affect anything apart from the warning messages.
 
 
 
  On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com mailto:
 mlind@carbinestudios.**com ml...@carbinestudios.com  wrote:

  If you know the GUID/CLSID, you can search for all instances of
 the plugin/operator in the scene and flush it out via script.
 
  Otherwisecould be a hair pulling day.
 
 
  Matt
 
 
 
 
 
  -Original Message-
  From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.commailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com
 [mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com

 mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Tim Leydecker
  Sent: Tuesday, June 05, 2012 2:56 AM
  To: 
 softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.commailto:
 softimage@listproc.**autodesk.com softimage@listproc.autodesk.com
  Subject: ERROR : 2356 - This plug-in is not installed: ...
 
  Hi guys,
 
 
  I have a scene that has been shared but seems to have used
 Exocortex Fury at some point.
  For the task I惴 dealing with, this is not required but the scene
 comes with geometry and especially PassRender settings I悲 like to keep and
 wouldn愒 want to rebuild from
scratch.
 
  ERROR : 2356 - This plug-in is not installed: Exocortex Fury
 Options
 
  How can I make sure I correctly identify and delete any
 dependencies to the above plug-in?
 
  Would this be advisable or should I clean up by starting the
 (environment geo) scene from scratch?
 
 
  Cheers,
 
 
  tim
 
 
 
 
 
 





Re: Best way to procedurally set different materials on the front/bevel/sides of text objects?

2012-06-05 Thread Alok

  
  
Awesome !!

  

On 05/06/2012 12:29 PM, Eric Cosky wrote:

  
  
  
  
  
Thanks Alok
 Grahame for your responses.

Turned out to
be easier than I thought it would be. See this image for an
ICE tree that does the trick: http://imgur.com/CUdY5

Thanks again,
Eric Cosky



  
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Alok
Sent: Tuesday, June 05, 2012 8:53 AM
To: softimage@listproc.autodesk.com
Subject: Re: Best way to procedurally set
different materials on the front/bevel/sides of text
objects?
  


Since it is a one time need, I would do it
  in a script. Using the same logic as you mentioned. 

  



  On 05/06/2012 11:34 AM, Eric Cosky wrote: 

Hi,

I have to generate a lot of extruded and
  beveled text objects which need to have different materials on
  the front, bevel and sides. I already have a script that
  generates all the individual text objects, but I havent yet
  been able to figure out how to set up the materials using
  built in features. It seems like this is perhaps something
  best done with ICE where I would evaluate the normals of each
  text object to identify front/bevel/sides/back and build a new
  mesh for each group and assign it the appropriate material.
  Im not sure how I would set up the ICE tree for this though.
  I see the Set Materials from Strings that came with SI2012
  which looks like something I would need, but Im not yet
  finding any examples of how to use this node. 

Before I dive too far into this, does
  anyone have any suggestions or tips on how to best deal with
  this task? 

Thanks


  

  



disconnected shaders on ref models - still happening in 2013

2012-06-05 Thread Paul Griswold
Looks like it's still not fixed.  I went back and checked - I'd reported
this for Softimage 2011.

Any chance this is going to get fixed soon?

AFAIK, the solution is:  set XSI_FORCE_SHADER_RENESTING_DURING_LOAD=1

-Paul


Re: Texture projection on Grid of Instances

2012-06-05 Thread Alok

  
  
I not sure if this works, but it can be an approach(although would
need some work) you can have the one UV set for an instance, let say
the poly facing the camera. Then using the ICE Image reader from Mr.
Core(http://www.si-community.com/community/viewtopic.php?f=27t=1975), 
you can generate the part of the image used by the particle and
apply it on the instance.

  

On 05/06/2012 12:31 PM, Ben Houston wrote:

  I think you will need to have unique instances for each cube as they
have distinct texture coordinates.  I would start with a set of the
cubes in this grid and then apply the texture coordinates then emit a
grid of points and attach the instances to that grid of points.
-ben

On Tue, Jun 5, 2012 at 12:09 PM, Mário Domingos
mdomingos.p...@gmail.com wrote:

  
Hey everybody,

I have a grid of particles with instanced cubes on it, now I want to texture
them with an image like the example I have attached, anyone knows how can I
do this?



Tks




Mário Domingos

Freelancer | 3D Generalist

www.mariodomingos.com

T: +351 91 646 80 16
Portugal



  
  




  



Re: Texture projection on Grid of Instances

2012-06-05 Thread Mário Domingos
Tks Alok but I've used Emit Instances Matched to Master SRT from Andy Moorer 
(I think) and it works perfectly!
On 05/06/2012, at 18:32, Alok wrote:

 I not sure if this works, but it can be an approach(although would need some 
 work) you can have the one UV set for an instance, let say the poly facing 
 the camera. Then using the ICE Image reader from Mr. 
 Core(http://www.si-community.com/community/viewtopic.php?f=27t=1975),  you 
 can generate the part of the image used by the particle and apply it on the 
 instance.
 
 Alok_Signature_email_.gif
 
 On 05/06/2012 12:31 PM, Ben Houston wrote:
 
 I think you will need to have unique instances for each cube as they
 have distinct texture coordinates.  I would start with a set of the
 cubes in this grid and then apply the texture coordinates then emit a
 grid of points and attach the instances to that grid of points.
 -ben
 
 On Tue, Jun 5, 2012 at 12:09 PM, Mário Domingos
 mdomingos.p...@gmail.com wrote:
 Hey everybody,
 
 I have a grid of particles with instanced cubes on it, now I want to texture
 them with an image like the example I have attached, anyone knows how can I
 do this?
 
 
 
 Tks
 
 
 
 
 Mário Domingos
 
 Freelancer | 3D Generalist
 
 www.mariodomingos.com
 
 T: +351 91 646 80 16
 Portugal
 
 
 
 



Re: Softimage 2013 SDK Guide

2012-06-05 Thread Stephan Woermann
I get never a working result. I don´t use Opera, have tested it with
Firefox and IE.
Search for View and you get as a result e.g. Softimage 2012 Subscription
Advantage Pack / What´s New / What´s Changed
I don´t need this info on a 2013 sdk help. I need a command reference.

Stephan


Re: disconnected shaders on ref models - still happening in 2013

2012-06-05 Thread Paul Griswold
It's a super-simple scene with a reference model that was used multiple
times.  The model was built  textured in 2013.  It worked fine for a while
and then suddenly it's render tree was disconnected.

It's the first time I've run into this in a very long time.

-Paul


On Tue, Jun 5, 2012 at 3:06 PM, Steven Caron car...@gmail.com wrote:

 its definitely been working a lot better for us since the patches made
 during 2011 to 2012. maybe you found an corner case where its still
 happening?

 what's your situation? old model from 2011 opening in current version? or
 was it made in 2012+ and still breaking?

 s


 On Tue, Jun 5, 2012 at 10:17 AM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 Looks like it's still not fixed.  I went back and checked - I'd reported
 this for Softimage 2011.

 Any chance this is going to get fixed soon?

 AFAIK, the solution is:  set XSI_FORCE_SHADER_RENESTING_DURING_LOAD=1

 -Paul





RE: disconnected shaders on ref models - still happening in 2013

2012-06-05 Thread Stephen Blair
Hi

I haven't heard about any disconnected shader problems in quite awhile. If 
either of you are having these problems and have a data set for reproducing it, 
then please log it for investigation, because I don't see anything logged about 
disconnected shaders right now.
AFAIK, XSI_FORCE_SHADER_RENESTING_DURING_LOAD isn't a fix for the disconnected 
shader problem...if that fixes it, then the shaders weren't really disconnected.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: June-05-12 3:06 PM
To: softimage@listproc.autodesk.com
Subject: Re: disconnected shaders on ref models - still happening in 2013

its definitely been working a lot better for us since the patches made during 
2011 to 2012. maybe you found an corner case where its still happening?

what's your situation? old model from 2011 opening in current version? or was 
it made in 2012+ and still breaking?

s
On Tue, Jun 5, 2012 at 10:17 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com
 wrote:
Looks like it's still not fixed.  I went back and checked - I'd reported this 
for Softimage 2011.

Any chance this is going to get fixed soon?

AFAIK, the solution is:  set XSI_FORCE_SHADER_RENESTING_DURING_LOAD=1

-Paul


attachment: winmail.dat

Re: disconnected shaders on ref models - still happening in 2013

2012-06-05 Thread Steven Caron
i am certainly not experiencing it, cause i would be pulling the fire alarm
in your work place if it was :)

On Tue, Jun 5, 2012 at 12:22 PM, Stephen Blair
stephen.bl...@autodesk.comwrote:

  If either of you are having these problems and have a data set for
 reproducing it, then please log it for investigation,


RE: Softimage 2013 SDK Guide

2012-06-05 Thread Stephen Blair
Hi

Did you try installing the local help?
http://images.autodesk.com/adsk/files/softimage-2013-sdk-doc.zip

I tried it in Firefox and the search works a lot better, if you ask me.
The offline version doesn't have that fancy Search tab, but it seems to do a 
better job...for example, try searching for BeginEdit.



For the online version, in Firefox
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html

If I search for View Everywhere, the first hit is the View object reference 
page.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann
Sent: June-05-12 2:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage 2013 SDK Guide

I get never a working result. I don´t use Opera, have tested it with Firefox 
and IE.
Search for View and you get as a result e.g. Softimage 2012 Subscription 
Advantage Pack / What´s New / What´s Changed
I don´t need this info on a 2013 sdk help. I need a command reference.

Stephan
attachment: winmail.dat

NYC Softimage User Group Meeting Weds. 6/6 @ 7PM

2012-06-05 Thread Chris Covelli
Hi All,

Sorry about the short notice, but if you're in the NY area tomorrow night,
Mark Schoennagel will be demo-ing some new features of Softimage 2013 and I
will be showing off Species!

---Info-

Softimage User Group Meeting: SHORT NOTICE, don’t miss out!



Wednesday, June 6th, at 7pm



Autodesk Media  Entertainment

38 West 21st Street – 9th Floor

Autodesk, Inc.

38 West 21st Street, 9th Floor

New York, NY 10011



Office 212-338-8000



Refreshments provided.



*Mark Schoennagel, Autodesk* Senior Technical Specialist 3D Animation and
Visual Effects, will demo new tips and tricks in  Softimage® 2013.



*Chris Covelli*, creator and artist will demo* Exocortex Species*. *Exocortex
Species* simplifies the process of human character creation from designing
your character’s unique attributes, integrating sculpting results, to rig
creation, even animation. With Species, you will create higher quality
animated characters faster and at a lower cost, while avoiding the generic
look that often come when purchasing off-the-shelf models.



Sponsored by Great Eastern Technology, Inchttp://www.greateasterntech.com/.
and Autodesk.


-- 
Chris Covelli
http://kylevargas.net/


Animation layers info

2012-06-05 Thread Enrique Caballero
Hey guys,
  just looking for some advice.  I seem to remember somebody telling me
that animation layers were buggy. I dont remember the specifics though.
Recently the animators here have discovered them and are incorperating
layers into their workflow.

Any information on whether animation layers are problematic at all would be
appreciated as I dont want to endorse the technique until im sure.

Best,
Enrique


Re: Softimage 2013 SDK Guide

2012-06-05 Thread Stephan Woermann
Many thanks, the local help give result to work with, like the old one.
The online help seems a little bit buggy, GetActiveLayout has no result,
but offline it works.

Stephan


RE: Animation layers info

2012-06-05 Thread Manny Papamanos
I don't think you have a choice not to use them if you use mocap but I haven't 
heard anything bad about them really.

-manny
SI/Mobu support specialist




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
Sent: Tuesday, June 05, 2012 3:51 PM
To: softimage@listproc.autodesk.com
Subject: Animation layers info


Hey guys,
  just looking for some advice.  I seem to remember somebody telling me that 
animation layers were buggy. I dont remember the specifics though.  Recently 
the animators here have discovered them and are incorperating layers into their 
workflow.

Any information on whether animation layers are problematic at all would be 
appreciated as I dont want to endorse the technique until im sure.

Best,
Enrique
attachment: winmail.dat

Re: Animation layers info

2012-06-05 Thread john clausing
we typically dont use layers in productionmainly because we use partitions 
and passes heavily in about everything we do.

j




 From: Manny Papamanos manny.papama...@autodesk.com
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com 
Sent: Tuesday, June 5, 2012 5:16 PM
Subject: RE: Animation layers info
 
I don't think you have a choice not to use them if you use mocap but I haven't 
heard anything bad about them really.

-manny
SI/Mobu support specialist




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
Sent: Tuesday, June 05, 2012 3:51 PM
To: softimage@listproc.autodesk.com
Subject: Animation layers info


Hey guys,
  just looking for some advice.  I seem to remember somebody telling me that 
animation layers were buggy. I dont remember the specifics though.  Recently 
the animators here have discovered them and are incorperating layers into their 
workflow.

Any information on whether animation layers are problematic at all would be 
appreciated as I dont want to endorse the technique until im sure.

Best,
Enrique

Re: Animation layers info

2012-06-05 Thread Steven Caron
when i was at blur animators used animation layers extensively. there was a
lot of pains over the years but we got through a lot of them and they are
fixed now. referenced models and animation layers are a bit tricky, if you
nest models you are asking for lots of trouble. since the layers themselves
are not tracked inside the delta they are a bit mysterious. they are stored
with the animation mixer invisibly. once we removed nested models in our
referenced models nearly all issues regarding data loss disappeared!

On Tue, Jun 5, 2012 at 12:50 PM, Enrique Caballero 
enriquecaball...@gmail.com wrote:

 Hey guys,
   just looking for some advice.  I seem to remember somebody telling me
 that animation layers were buggy. I dont remember the specifics though.
 Recently the animators here have discovered them and are incorperating
 layers into their workflow.

 Any information on whether animation layers are problematic at all would
 be appreciated as I dont want to endorse the technique until im sure.

 Best,
 Enrique



Re: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Eric Thivierge
** SHAMELESS PLUG **

If you're looking to save your pass settings, passes and partitions you
could try my pass manager plugin:
https://github.com/downloads/EricTRocks/ET_Tools/ET_PassManager_3.127.zip


Eric Thivierge
http://www.ethivierge.com


On Wed, Jun 6, 2012 at 3:07 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 One way to cheaply save and restore settings manually in a big PPG is by
 saving a preset... click the little folder icon at the top right of the
 PPG, save a *.Preset and load it when you want the parameter values back.

 (In the case of merging you're typically only messing the render global
 settings. Those local to partitions should survive fine.)



RE: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Matt Lind
Do you have a package that doesn't use the .xsiaddon system to install?  (eg: 
self installing plugins).


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, June 05, 2012 4:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: ERROR : 2356 - This plug-in is not installed: ...

** SHAMELESS PLUG **

If you're looking to save your pass settings, passes and partitions you could 
try my pass manager plugin:
https://github.com/downloads/EricTRocks/ET_Tools/ET_PassManager_3.127.zip


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 6, 2012 at 3:07 AM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
One way to cheaply save and restore settings manually in a big PPG is by saving 
a preset... click the little folder icon at the top right of the PPG, save a 
*.Preset and load it when you want the parameter values back.

(In the case of merging you're typically only messing the render global 
settings. Those local to partitions should survive fine.)


Re: ERROR : 2356 - This plug-in is not installed: ...

2012-06-05 Thread Eric Thivierge
https://github.com/EricTRocks/ET_Tools/tree/master/workgroup_ET_Tools/Addons/ET_PassManager_v3.0

You can grab the plugins from the repo there... the repo is publicly
available and open source.


Eric Thivierge
http://www.ethivierge.com


On Wed, Jun 6, 2012 at 9:24 AM, Matt Lind ml...@carbinestudios.com wrote:

 Do you have a package that doesn’t use the .xsiaddon system to install?
 (eg: self installing plugins).

 ** **

 ** **

 Matt

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge
 *Sent:* Tuesday, June 05, 2012 4:20 PM
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: ERROR : 2356 - This plug-in is not installed: ...

 ** **

 ** SHAMELESS PLUG **


 If you're looking to save your pass settings, passes and partitions you
 could try my pass manager plugin:
 https://github.com/downloads/EricTRocks/ET_Tools/ET_PassManager_3.127.zip

 
 Eric Thivierge
 http://www.ethivierge.com

 

 On Wed, Jun 6, 2012 at 3:07 AM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 One way to cheaply save and restore settings manually in a big PPG is by
 saving a preset... click the little folder icon at the top right of the
 PPG, save a *.Preset and load it when you want the parameter values back.*
 ***

 ** **

 (In the case of merging you're typically only messing the render global
 settings. Those local to partitions should survive fine.)